Tactical Monkey
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In addition, the alchemist gains fast healing 1 as long as he is in an area of bright light (such as sunlight or inside the area of a daylight spell).
If sunrods could produce bright light the alchemist would have a reliable means. Well they can of course with the Equipment Trick feat, but to get the Sunrod to produce bright light it requires five ranks in craft (alchemy), so level 5, the feat itself requires +1BAB, and it takes a full round action to tamper with the sunrod to make it glow so brightly for one hour instead of four.
| lemeres |
I almost wanted to say that you want to team up with an vanilla aasimar, since they get the daylight spell once per day as a spell like ability. But that is a bit of a burden on the rest of the party, and it only works once per day.
Since such an aasimar's ability scores kind of predispose it towards being a cleric (sure, it could be any non int caster, but those scores scream cleric), this would last you until level 5 when they get the daylight spell normally and you can make those sunrods.
Although, really, you are only getting fast healing 1 during those levels. It wouldn't usually be worth it during a fight, and it would be a waste of an hour making a mutagen during rest time (although your time spent mutated and the daylight spell duration match up rather well). It is a much nicer trick at higher levels where this third level spell could heal 600 hp over the course of 100 minutes at level 10. So the cleric would never have to spend high level cure spell on you.